I was checking this file, and I was wondering if you are planning to add some specific features from version for MorphOS to your project.
Is it possible?

"* = finished

= not finished

Bugs:
* Make savegames work.

* AHI shutdown issue
* buttons for opening doors do not work
* ObjectID should never be byteswapped (md5_buffer should though)
* Crash : seems gfx related
* gluBuild2DMipmaps in TinyGL seem unstable or I am using it wrong.
Problem seem to be gone now that I am using my own code to generate mipmaps.
- Flickering background on loading screens

Compatability:
* Proper Morphos/AmigaOS name and version string embedded in the exe

* byteswapping macros should only be doing something when building for PPC targets (in case you would want to build this on x86)
* Make sure that it works with both the old "Gold Edition" and the latest "Classic2000" from Steam.
* Test if it works works with "Aliens vs Predator Classic Redux" hi-res mod
* IT LOOKS F*CKING AWESOME!
- look into fixing the crash when using modded avp_huds/marweap.rif (it crashes PC version of GoldEd as well)
(marine hud is messed up without loading this rif file so it needs a fix or a mod of the mod)
(texturesize limit is useful when running this mod, especially for gfx cards with little VRAM)
* Texture rescaling (useful for AvP Redux mod, original game is max 256x256 anyways)
- expose to graphics options menu
- honor texture size limitation of gfxcard
- Make it build and run on AmigaOS4
- need to buy an AmigaOS4 computer - Sam440/460 with Radeon 9200?
- Networked play need complete implementation. Prefferably compatible with Classic 2000 version.

Performance:
* Double check that culling is properly working and not still disabled from earlier debugging.

* Disable software clipping of partially-inside triangles, it is likely to be faster to just render them as-is.
* Generate and use mipmaps
* Support creating 16bit texture instead of always converting to 32bit
- Add a "medium" setting for 16bit + 32bit alpha textures
- Add performance timers and a simple profiler to find bottlenecks
- Optimize OpenGL renderer in general

Hi everyone! After a week, I have mixed some code from avp-morphos with avp-linux. Now we have:

Logos intro

Menu music

Intro/outro videos

Music ingame

Sound messages ingame

Fixed key configuration when compiling SDL2
I’m not professional developer, I have did than I have could and now I need help to improve music quality, i don’t know anything about avcodec_decode_audio4, AV_SAMPLE_FMT_FLT, buffers, … but perhaps someone read this can.
I have uploaded to this 7z only files I needed change from original icculus.org avp-20150214.tar.gz. I hope you find it useful.